A bog standard Minion can only perform three Actions, 2 Move and 1 Combat Action either a Strike if in Base to Base or a Gun Shot - as you cannot perform the same Action twice.

As for the firing line, thats part of the game as it were - if you take a Tough enough level two (Hellsmith or Iron Train for example) your opponent isn't going to be able to take him out easily with a load of minions, he's going to waste all his AP's on taking your big gun out - leaving him with little or no AP's for the rest of his Team.

While you have the luxury of time with your remaining Team members and AP's to spend.

I'll have to look into the BOOM thing, Leon will no better than me (I don't 'BOOM' much LoL)

Well I see no limit on AP a minion can spend and that is an issue, because it could be a loophole for using up extra AP.

If you had Trail on a team and all the supremes took non-exclusive minions, they could make a firing line and pour AP into it. this basically happened in a game.

Yes, no AP limit.

Quote:

with the Boom rules you could make a few LVL 2 blaster minions, with firepower, long range and skilled.

this gives them the ability to move 2 times, shoot 2 times and stirke 2 times. if you buy up the ENG stat it would be as good as a LVL 1 supreme, just no trump role.

Not quite; a Minion requires to be able to Strike, Blasters have , so only 2 Shoot Actions, with no Trump or Power Up.

You could make a gunline, but if you did that to me in one game, I think you would quickly see a Team of Trumps or other good countermeasures; a number of Supremes could do exactly that in different ways, and that BOOM firing line could easily be out-sniped by any of Vector, Gentleman, Virgo or Xyllian. If you are only playing Smackdown then that is one thing, but other Plots are mostly predicated on grabbing/acheiving objectives with Supremes.

Is it a tournament winner? I think not, especially using Plots etc,but who knows without trying it?

The main point I see is whether those AP dumped into those Minions are actually cost effective?

To maximise efficiency of the AP you need 2 not 1 Minion per card, so with the set-up above 4 and 3 with 3 Damage.

With a threat range of 12" at AP 2 that is pretty good for 2 shots. Likely 4-6 AP per Turn to be used effectively.

Now consider this - looking at your Supreme AP Allowance and Actions, that is a whole Supreme pretty much not Activating per Turn; which is going to be more effective? My argument would be the Supreme backed up with Trump Rolls and Power-ups, but your mileage may vary.

Add in that those Minions are fragile; that fragility can be exploited by your opponent - instead of taking out one whole Minion card at a time, I would target one model per card to begin with, spreading your opponent's need for Command and halving the cost effectiveness pretty easily (if a Supremes cannot take one of these guys down with a single attack, something is not quite right.

Of course it also depends on your supreme set-up as well. The obvious thing is to make the Minions Mechanical, so a Cyberhead can circumvent the Command range issue, but the Minions themselves and the strategy only makes sense in context of the Team of Supremes they accompany.

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